>> Elites are made, not purchased.
Fair point. However, the differences between even the poorest rookie and a maxed out elite is a matter of increments rather than making the elites invincible. The increases might need to be moderated a bit compared to 2.4, since 2.5 has faster skills acquisition, but then it has encumberance and bleeding wounds too. I've noticed my soldiers generally carry a lot less gear in 2.5, since it takes quite an increase over starting strength for a soldier to be able to wear armour and carry a rocket launcher and several reloads, for example.
In 2.4, I was in the habit of loading every soldiers inventory to capacity. Everyone had a medkit, assault types carried about 10 grenades in various places, some soldiers would carry spare rockets or EMR mags so the respective wielders had more choices. In the case of the RL-wielder for instance, you can have a pistol you probably won't shoot, or 3 rockets you probably will. If you know your team has a few spare rounds with them, the pistol is much more attractive again.
With the encumberance system in place, I find it's rare for a soldier with anything other than a rifle or shotgun to fill their inventory. Indeed, for a 30 strength soldier, with 15kg capacity, combat armour and a flamethrower with its basic load of 4 shots maxes out their carry capacity. And this is fine. It forces more choices about who goes on a mission, and what they take.
However, on a month end, I end up scrolling through the new soldiers, and mark 90% of them up as dross, since they don't have the skill, the strength, or both to really contribute. You take them out and they develop, but once you have a few warm bodies, it would be much more useful to get one or two soldiers with slightly higher stats. If I could have 15 random soldiers or one with guaranteed 38+ strength, and at least one weapon stat at 24+, I'd take the latter every time now